Physical move: Difference between revisions

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From [[Generation IV]] onward, every individual [[move]] is designated as either physical or special, independent of its [[type]]. Most damaging moves of the types that were physical before Generation IV are physical moves, and most {{t|Dark}} moves are also largely physical. However, there are exceptions, such as {{m|Focus Blast}} and {{m|Hyper Beam}}.
From [[Generation IV]] onward, every individual [[move]] is designated as either physical or special, independent of its [[type]]. Most damaging moves of the types that were physical before Generation IV are physical moves, and most {{t|Dark}} moves are also largely physical. However, there are exceptions, such as {{m|Focus Blast}} and {{m|Hyper Beam}}.


[[Generation V]] also introduced three special moves that deal physical damage: {{m|Psyshock}}, {{m|Psystrike}}, and {{m|Secret Sword}}.
[[Generation V]] also introduced three special moves that deal physical damage: {{m|Psyshock}}, {{m|Psystrike}}, and {{m|Secret Sword}}. The move {{m|Photon Geyser}} becomes physical if the user's attack stat is higher that its special attack. The game choses {{m|Shell Side Arm}} to be physical or special by comparing stats of user and the target to deal more damage.


===List of moves===
===List of moves===

Revision as of 13:45, 29 June 2020

Damage categories
Physical
Special
Status

A physical move (Japanese: 物理技 physical move) is one of the three categories of moves and one of the two that inflict damage.

File:Physical Icon SwSh.png
The icon designating a Move as Physical in Sword and Shield

Physical moves deal damage depending on both the Attack stat of the attacking Pokémon and the Defense stat of the defending Pokémon.

There are also a small number of special moves introduced in Generation V that are said to deal physical damage; although these moves are classified as special moves, they too deal damage based on the defending Pokémon's Defense stat (as opposed to its Special Defense).

While most physical moves make contact, some do not. For example, Earthquake does not make contact despite being a physical move.

Generation I-III

Before Generation IV, whether a move was physical or special was determined by type. All damaging moves of the following types are physical moves:

Shadow moves

The following Shadow moves are physical moves:

Game Move Power Accuracy Range Description
XD Shadow Blast 80 100%
   
   
Normal (long-range)
A wicked blade of air is formed using a shadowy aura.
XD Shadow Blitz 40 100%
   
   
Normal (long-range)
A Pokémon throws this tackle while casting a shadowy aura.
XD Shadow Break 75 100%
   
   
Normal (long-range)
A shattering ram attack with a shadowy aura.
XD Shadow End 120 60%
   
   
Normal (long-range)
A shadowy aura ram attack that also rebounds on the user.
C Shadow Rush 55 100%
   
   
Normal (long-range)
A Pokémon executes a tackle while exuding a shadowy aura.
All details are accurate to Pokémon XD. For details that have changed between games, please see an individual move's page. Target data assumes user is in the lower left.

Additionally, ???-type Weather Ball is a physical move (only possible within a shadowy aura).

Generation IV on

From Generation IV onward, every individual move is designated as either physical or special, independent of its type. Most damaging moves of the types that were physical before Generation IV are physical moves, and most Dark moves are also largely physical. However, there are exceptions, such as Focus Blast and Hyper Beam.

Generation V also introduced three special moves that deal physical damage: Psyshock, Psystrike, and Secret Sword. The move Photon Geyser becomes physical if the user's attack stat is higher that its special attack. The game choses Shell Side Arm to be physical or special by comparing stats of user and the target to deal more damage.

List of moves

Gen Move Type Contest Power Accuracy PP Range Description
VII Accelerock Rock 40 100% 20 (max 32)
     
     
Normal
The user smashes into the target at high speed. This move always goes first.
V Acrobatics Flying Cool 55 100% 15 (max 24)
     
     
Normal (long-range)
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
III Aerial Ace Flying Cool 60 % 20 (max 32)
     
     
Normal (long-range)
The user confounds the target with speed, then slashes. This attack never misses.
VII Anchor Shot Steel 80 100% 20 (max 32)
     
     
Normal
The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
IV Aqua Jet Water Cool 40 100% 20 (max 32)
     
     
Normal
The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
IV Aqua Tail Water Beautiful 90 90% 10 (max 16)
     
     
Normal
The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
III Arm Thrust Fighting Tough 15 100% 20 (max 32)
     
     
Normal
The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
IV Assurance Dark Clever 60 100% 10 (max 16)
     
     
Normal
If the target has already taken some damage in the same turn, this attack's power is doubled.
III Astonish Ghost Cute 30 100% 15 (max 24)
     
     
Normal
The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
IV Attack Order Bug Clever 90 100% 15 (max 24)
     
     
Normal
The user calls out its underlings to pummel the target. Critical hits land more easily.
VIII Aura Wheel Electric 110 100% 10 (max 16)
     
     
Normal
Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form.
IV Avalanche Ice Beautiful 60 100% 10 (max 16)
     
     
Normal
The power of this attack move is doubled if the user has been hurt by the target in the same turn.
I Barrage Normal Cute 15 85% 20 (max 32)
     
     
Normal
Round objects are hurled at the target to strike two to five times in a row.
VII Beak Blast Flying 100 100% 15 (max 24)
     
     
Normal
The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokémon while it's heating up its beak results in a burn.
II Beat Up Dark Clever 100% 10 (max 16)
     
     
Normal
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
VIII Behemoth Bash Steel 100 100% 5 (max 8)
     
     
Normal
The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
VIII Behemoth Blade Steel 100 100% 5 (max 8)
     
     
Normal
The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
I Bide Normal Tough % 10 (max 16)
     
     
Self
The user endures attacks for two turns, then strikes back to cause double the damage taken.
I Bind Normal Tough 15 85% 20 (max 32)
     
     
Normal
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
I Bite Dark Tough 60 100% 25 (max 40)
     
     
Normal
The target is bitten with viciously sharp fangs. This may also make the target flinch.
III Blaze Kick Fire Cool 85 90% 10 (max 16)
     
     
Normal
The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn.
VIII Body Press Fighting 80 100% 10 (max 16)
     
     
Normal
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.
I Body Slam Normal Tough 85 100% 15 (max 24)
     
     
Normal
The user drops onto the target with its full body weight. This may also leave the target with paralysis.
VIII Bolt Beak Electric 85 100% 10 (max 16)
     
     
Normal
The user stabs the target with its electrified beak. If the user attacks before the target, the power of this move is doubled.
V Bolt Strike Electric Beautiful 130 85% 5 (max 8)
     
     
Normal
The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.
I Bone Club Ground Tough 65 85% 20 (max 32)
     
     
Normal
The user clubs the target with a bone. This may also make the target flinch.
II Bone Rush Ground Tough 25 90% 10 (max 16)
     
     
Normal
The user strikes the target with a hard bone two to five times in a row.
I Bonemerang Ground Tough 50 90% 10 (max 16)
     
     
Normal
The user throws the bone it holds. The bone loops around to hit the target twice—coming and going.
III Bounce Flying Cute 85 85% 5 (max 8)
     
     
Normal (long-range)
The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.
VIII Branch Poke Grass 40 100% 40 (max 64)
     
     
Normal
The user attacks the target by poking it with a sharply pointed branch.
IV Brave Bird Flying Cool 120 100% 15 (max 24)
     
     
Normal (long-range)
The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.
III Brick Break Fighting Cool 75 100% 15 (max 24)
     
     
Normal
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
VIII Breaking Swipe Dragon 60 100% 15 (max 24)
     
     
All Others
The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.
VII Brutal Swing Dark 60 100% 20 (max 32)
     
     
All Others
The user swings its body around violently to inflict damage on everything in its vicinity.
IV Bug Bite Bug Cute 60 100% 20 (max 32)
     
     
Normal
The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
V Bulldoze Ground Tough 60 100% 20 (max 32)
     
     
All Others
The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit.
IV Bullet Punch Steel Tough 40 100% 30 (max 48)
     
     
Normal
The user strikes the target with tough punches as fast as bullets. This move always goes first.
III Bullet Seed Grass Cool 25 100% 30 (max 48)
     
     
Normal
The user forcefully shoots seeds at the target two to five times in a row.
VII Catastropika Electric 210 % 1 (max 1)
     
     
Normal
The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force.
V Chip Away Normal Tough 70 100% 20 (max 32)
     
     
Normal
Looking for an opening, the user strikes consistently. The target's stat changes don't affect this attack's damage.
V Circle Throw Fighting Cool 60 90% 10 (max 16)
     
     
Normal
The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
I Clamp Water Tough 35 85% 15 (max 24)
     
     
Normal
The target is clamped and squeezed by the user's very thick and sturdy shell for four to five turns.
IV Close Combat Fighting Tough 120 100% 5 (max 8)
     
     
Normal
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats.
I Comet Punch Normal Tough 18 85% 15 (max 24)
     
     
Normal
The target is hit with a flurry of punches that strike two to five times in a row.
I Constrict Normal Tough 10 100% 35 (max 56)
     
     
Normal
The target is attacked with long, creeping tentacles, vines, or the like. This may also lower the target's Speed stat.
I Counter Fighting Tough 100% 20 (max 32)
     
     
Self
A retaliation move that counters any physical attack, inflicting double the damage taken.
III Covet Normal Cute 60 100% 25 (max 40)
     
     
Normal
The user endearingly approaches the target, then steals the target's held item.
I Crabhammer Water Tough 100 90% 10 (max 16)
     
     
Normal
The target is hammered with a large pincer. Critical hits land more easily.
II Cross Chop Fighting Cool 100 80% 5 (max 8)
     
     
Normal
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
IV Cross Poison Poison Cool 70 100% 20 (max 32)
     
     
Normal
A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily.
II Crunch Dark Tough 80 100% 15 (max 24)
     
     
Normal
The user crunches up the target with sharp fangs. This may also lower the target's Defense stat.
III Crush Claw Normal Cool 75 95% 10 (max 16)
     
     
Normal
The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat.
IV Crush Grip Normal Tough 100% 5 (max 8)
     
     
Normal
The target is crushed with great force. The more HP the target has left, the greater this move's power.
I Cut Normal Cool 50 95% 30 (max 48)
     
     
Normal
The target is cut with a scythe or claw.
VII Darkest Lariat Dark 85 100% 10 (max 16)
     
     
Normal
The user swings both arms and hits the target. The target's stat changes don't affect this attack's damage.
VI Diamond Storm Rock Beautiful 100 95% 5 (max 8)
     
     
Many Others
The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply raise the user's Defense stat.
I Dig Ground Tough 80 100% 10 (max 16)
     
     
Normal
The user burrows, then attacks on the next turn.
III Dive Water Beautiful 80 100% 10 (max 16)
     
     
Normal
Diving on the first turn, the user floats up and attacks on the next turn.
I Dizzy Punch Normal Cute 70 100% 10 (max 16)
     
     
Normal
The target is hit with rhythmically launched punches. This may also leave the target confused.
VII Double Iron Bash Steel 60 100% 5 (max 8)
     
     
Normal
The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch.
IV Double Hit Normal Cool 35 90% 10 (max 16)
     
     
Normal
The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.
I Double Kick Fighting Cool 30 100% 30 (max 48)
     
     
Normal
The target is quickly kicked twice in succession using both feet.
I Double Slap Normal Cute 15 85% 10 (max 16)
     
     
Normal
The target is slapped repeatedly, back and forth, two to five times in a row.
I Double-Edge Normal Tough 120 100% 15 (max 24)
     
     
Normal
A reckless, life-risking tackle. This also damages the user quite a lot.
VI Dragon Ascent Flying Beautiful 120 100% 5 (max 8)
     
     
Normal (long-range)
After soaring upward, the user attacks its target by dropping out of the sky at high speeds. But it lowers its own Defense and Sp. Def stats in the process.
III Dragon Claw Dragon Cool 80 100% 15 (max 24)
     
     
Normal
The user slashes the target with huge sharp claws.
VIII Dragon Darts Dragon 50 100% 10 (max 16)
     
     
Normal
The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
VII Dragon Hammer Dragon 90 100% 15 (max 24)
     
     
Normal
The user uses its body like a hammer to attack the target and inflict damage.
IV Dragon Rush Dragon Tough 100 75% 10 (max 16)
     
     
Normal
The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.
V Dragon Tail Dragon Tough 60 90% 10 (max 16)
     
     
Normal
The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
IV Drain Punch Fighting Tough 75 100% 10 (max 16)
     
     
Normal
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
I Drill Peck Flying Cool 80 100% 20 (max 32)
     
     
Normal (long-range)
A corkscrewing attack with a sharp beak acting as a drill.
V Drill Run Ground Tough 80 95% 10 (max 16)
     
     
Normal
The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
VIII Drum Beating Grass 80 100% 10 (max 16)
     
     
Normal
The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat.
V Dual Chop Dragon Tough 40 90% 15 (max 24)
     
     
Normal
The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
II Dynamic Punch Fighting Cool 100 50% 5 (max 8)
     
     
Normal
The user punches the target with full, concentrated power. This confuses the target if it hits.
I Earthquake Ground Tough 100 100% 10 (max 16)
     
     
All Others
The user sets off an earthquake that strikes every Pokémon around it.
I Egg Bomb Normal Cute 100 75% 10 (max 16)
     
     
Normal
A large egg is hurled at the target with maximum force to inflict damage.
III Endeavor Normal Tough 100% 5 (max 8)
     
     
Normal
This attack move cuts down the target's HP to equal the user's HP.
I Explosion Normal Beautiful 250 100% 5 (max 8)
     
     
All Others
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
II Extreme Speed Normal Cool 80 100% 5 (max 8)
     
     
Normal
The user charges the target at blinding speed. This move always goes first.
III Facade Normal Cute 70 100% 20 (max 32)
     
     
Normal
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
III Fake Out Normal Cute 40 100% 10 (max 16)
     
     
Normal
This attack hits first and makes the target flinch. It only works the first turn the user is in battle.
VIII False Surrender Dark 80 % 10 (max 16)
     
     
Normal
The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses.
II False Swipe Normal Cool 40 100% 40 (max 64)
     
     
Normal
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
IV Feint Normal Clever 30 100% 10 (max 16)
     
     
Normal
This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.
II Feint Attack Dark Clever 60 % 20 (max 32)
     
     
Normal
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
VI Fell Stinger Bug Cool 50 100% 25 (max 40)
     
     
Normal
When the user knocks out a target with this move, the user's Attack stat rises drastically.
IV Fire Fang Fire Cool 65 95% 15 (max 24)
     
     
Normal
The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
VII Fire Lash Fire 80 100% 15 (max 24)
     
     
Normal
The user strikes the target with a burning lash. This also lowers the target's Defense stat.
I Fire Punch Fire Tough 75 100% 15 (max 24)
     
     
Normal
The target is punched with a fiery fist. This may also leave the target with a burn.
VII First Impression Bug 90 100% 10 (max 16)
     
     
Normal
Although this move has great power, it only works the first turn the user is in battle.
VIII Fishious Rend Water 85 100% 10 (max 16)
     
     
Normal
The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled.
I Fissure Ground Tough % 5 (max 8)
     
     
Normal
The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.
II Flail Normal Cute 100% 15 (max 24)
     
     
Normal
The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
V Flame Charge Fire Cool 50 100% 20 (max 32)
     
     
Normal
Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat.
II Flame Wheel Fire Beautiful 60 100% 25 (max 40)
     
     
Normal
The user cloaks itself in fire and charges at the target. This may also leave the target with a burn.
IV Flare Blitz Fire Cool 120 100% 15 (max 24)
     
     
Normal
The user cloaks itself in fire and charges the target. This also damages the user quite a lot. This attack may leave the target with a burn.
IV Fling Dark Cute 100% 10 (max 16)
     
     
Normal
The user flings its held item at the target to attack. This move's power and effects depend on the item.
I Fly Flying Clever 90 95% 15 (max 24)
     
     
Normal (long-range)
The user soars and then strikes its target on the next turn.
VI Flying Press Fighting Tough 100 95% 10 (max 16)
     
     
Normal
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
III Focus Punch Fighting Tough 150 100% 20 (max 32)
     
     
Normal
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
IV Force Palm Fighting Cool 60 100% 10 (max 16)
     
     
Normal
The target is attacked with a shock wave. This may also leave the target with paralysis.
V Foul Play Dark Clever 95 100% 15 (max 24)
     
     
Normal
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
V Freeze Shock Ice Beautiful 140 90% 5 (max 8)
     
     
Normal
On the second turn, the user hits the target with electrically charged ice. This may also leave the target with paralysis.
II Frustration Normal Cute 100% 20 (max 32)
     
     
Normal
This full-power attack grows more powerful the less the user likes its Trainer.
I Fury Attack Normal Cool 15 85% 20 (max 32)
     
     
Normal
The target is jabbed repeatedly with a horn or beak two to five times in a row.
II Fury Cutter Bug Cool 40 95% 20 (max 32)
     
     
Normal
The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.
I Fury Swipes Normal Tough 18 80% 15 (max 24)
     
     
Normal
The target is raked with sharp claws or scythes quickly two to five times in a row.
V Fusion Bolt Electric Cool 100 100% 5 (max 8)
     
     
Normal
The user throws down a giant lightning bolt. This move's power is increased when influenced by an enormous flame.
V Gear Grind Steel Clever 50 85% 15 (max 24)
     
     
Normal
The user attacks by throwing steel gears at its target twice.
IV Giga Impact Normal Tough 150 90% 5 (max 8)
     
     
Normal
The user charges at the target using every bit of its power. The user can't move on the next turn.
VIII Grav Apple Grass 80 100% 10 (max 16)
     
     
Normal
The user inflicts damage by dropping an apple from high above. This also lowers the target's Defense stat.
I Guillotine Normal Cool % 5 (max 8)
     
     
Normal
A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
IV Gunk Shot Poison Tough 120 80% 5 (max 8)
     
     
Normal
The user shoots filthy garbage at the target to attack. This may also poison the target.
IV Gyro Ball Steel Cool 100% 5 (max 8)
     
     
Normal
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
IV Hammer Arm Fighting Tough 100 90% 10 (max 16)
     
     
Normal
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
V Head Charge Normal Tough 120 100% 15 (max 24)
     
     
Normal
The user charges its head into its target, using its powerful guard hair. This also damages the user a little.
IV Head Smash Rock Tough 150 80% 5 (max 8)
     
     
Normal
The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly.
I Headbutt Normal Tough 70 100% 15 (max 24)
     
     
Normal
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
V Heart Stamp Psychic Cute 60 100% 25 (max 40)
     
     
Normal
The user unleashes a vicious blow after its cute act makes the target less wary. This may also make the target flinch.
V Heat Crash Fire Tough 100% 10 (max 16)
     
     
Normal
The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move's power.
V Heavy Slam Steel Tough 100% 10 (max 16)
     
     
Normal
The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.
VII High Horsepower Ground 95 95% 10 (max 16)
     
     
Normal
The user fiercely attacks the target using its entire body.
I High Jump Kick Fighting Cool 130 90% 10 (max 16)
     
     
Normal
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
VI Hold Back Normal Cool 40 100% 40 (max 64)
     
     
Normal
The user holds back when it attacks, and the target is left with at least 1 HP.
I Horn Attack Normal Cool 65 100% 25 (max 40)
     
     
Normal
The target is jabbed with a sharply pointed horn to inflict damage.
I Horn Drill Normal Cool % 5 (max 8)
     
     
Normal
The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
V Horn Leech Grass Tough 75 100% 10 (max 16)
     
     
Normal
The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target.
I Hyper Fang Normal Cool 80 90% 15 (max 24)
     
     
Normal
The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
VI Hyperspace Fury Dark Tough 100 % 5 (max 8)
     
     
Normal
Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. But the user's Defense stat falls.
III Ice Ball Ice Beautiful 30 90% 20 (max 32)
     
     
Normal
The user attacks the target for five turns. The move's power increases each time it hits.
IV Ice Fang Ice Cool 65 95% 15 (max 24)
     
     
Normal
The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.
VII Ice Hammer Ice 100 90% 10 (max 16)
     
     
Normal
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
I Ice Punch Ice Beautiful 75 100% 15 (max 24)
     
     
Normal
The target is punched with an icy fist. This may also leave the target frozen.
IV Ice Shard Ice Beautiful 40 100% 30 (max 48)
     
     
Normal
The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
V Icicle Crash Ice Beautiful 85 90% 10 (max 16)
     
     
Normal
The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch.
III Icicle Spear Ice Beautiful 25 100% 30 (max 48)
     
     
Normal
The user launches sharp icicles at the target two to five times in a row.
IV Iron Head Steel Tough 80 100% 15 (max 24)
     
     
Normal
The user slams the target with its steel-hard head. This may also make the target flinch.
II Iron Tail Steel Cool 100 75% 15 (max 24)
     
     
Normal
The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
VIII Jaw Lock Dark 80 100% 10 (max 16)
     
     
Normal
This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field.
I Jump Kick Fighting Cool 100 95% 10 (max 16)
     
     
Normal
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
I Karate Chop Fighting Tough 50 100% 25 (max 40)
     
     
Normal
The target is attacked with a sharp chop. Critical hits land more easily.
III Knock Off Dark Clever 65 100% 20 (max 32)
     
     
Normal
The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item.
VI Land's Wrath Ground Beautiful 90 100% 10 (max 16)
     
     
Many Others
The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
IV Last Resort Normal Cute 140 100% 5 (max 8)
     
     
Normal
This move can be used only after the user has used all the other moves it knows in the battle.
III Leaf Blade Grass Cool 90 100% 15 (max 24)
     
     
Normal
The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
VII Leafage Grass 40 100% 40 (max 64)
     
     
Normal
The user attacks by pelting the target with leaves.
I Leech Life Bug Clever 80 100% 10 (max 16)
     
     
Normal
The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
I Lick Ghost Cute 30 100% 30 (max 48)
     
     
Normal
The target is licked with a long tongue, causing damage. This may also leave the target with paralysis.
VII Liquidation Water 85 100% 10 (max 16)
     
     
Normal
The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat.
I Low Kick Fighting Tough 100% 20 (max 32)
     
     
Normal
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
V Low Sweep Fighting Clever 65 100% 20 (max 32)
     
     
Normal
The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
VII Lunge Bug 80 100% 15 (max 24)
     
     
Normal
The user makes a lunge at the target, attacking with full force. This also lowers the target's Attack stat.
II Mach Punch Fighting Cool 40 100% 30 (max 48)
     
     
Normal
The user throws a punch at blinding speed. This move always goes first.
IV Magnet Bomb Steel Cool 60 % 20 (max 32)
     
     
Normal
The user launches steel bombs that stick to the target. This attack never misses.
II Magnitude Ground Tough 100% 30 (max 48)
     
     
All Others
The user attacks everything around it with a ground-shaking quake. Its power varies.
VII Malicious Moonsault Dark 180 % 1 (max 1)
     
     
Normal
The user, Incineroar, strengthens its body using its Z-Power and crashes into the target with full force.
I Mega Kick Normal Cool 120 75% 5 (max 8)
     
     
Normal
The target is attacked by a kick launched with muscle-packed power.
I Mega Punch Normal Tough 80 85% 20 (max 32)
     
     
Normal
The target is slugged by a punch thrown with muscle-packed power.
II Megahorn Bug Cool 120 85% 10 (max 16)
     
     
Normal
Using its tough and impressive horn, the user rams into the target with no letup.
IV Metal Burst Steel Cool 100% 10 (max 16)
     
     
Self
The user retaliates with much greater force against the opponent that last inflicted damage on it.
II Metal Claw Steel Cool 50 95% 35 (max 56)
     
     
Normal
The target is raked with steel claws. This may also raise the user's Attack stat.
VIII Meteor Assault Fighting 150 100% 5 (max 8)
     
     
Normal
The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger.
III Meteor Mash Steel Cool 90 90% 10 (max 16)
     
     
Normal
The target is hit with a hard punch fired like a meteor. This may also raise the user's Attack stat.
VII Multi-Attack Normal 120 100% 10 (max 16)
     
     
Normal
Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type.
IV Natural Gift Normal Clever 100% 15 (max 24)
     
     
Normal
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
III Needle Arm Grass Clever 60 100% 15 (max 24)
     
     
Normal
The user attacks by wildly swinging its thorny arms. This may also make the target flinch.
IV Night Slash Dark Cool 70 100% 15 (max 24)
     
     
Normal
The user slashes the target the instant an opportunity arises. Critical hits land more easily.
VI Nuzzle Electric Cute 20 100% 20 (max 32)
     
     
Normal
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
II Outrage Dragon Cool 120 100% 10 (max 16)
     
     
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
I Pay Day Normal Clever 40 100% 20 (max 32)
     
     
Normal
Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
IV Payback Dark Tough 50 100% 10 (max 16)
     
     
Normal
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
I Peck Flying Cool 35 100% 35 (max 56)
     
     
Normal (long-range)
The target is jabbed with a sharply pointed beak or horn.
VI Petal Blizzard Grass Beautiful 90 100% 15 (max 24)
     
     
All Others
The user stirs up a violent petal blizzard and attacks everything around it.
VI Phantom Force Ghost Cool 90 100% 10 (max 16)
     
     
Normal
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
I Pin Missile Bug Cool 25 95% 20 (max 32)
     
     
Normal
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
VII Plasma Fists Electric 100 100% 15 (max 24)
     
     
Normal
The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
VI Play Rough Fairy Cute 90 90% 10 (max 16)
     
     
Normal
The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
IV Pluck Flying Cute 60 100% 20 (max 32)
     
     
Normal (long-range)
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
III Poison Fang Poison Clever 50 100% 15 (max 24)
     
     
Normal
The user bites the target with toxic fangs. This may also leave the target badly poisoned.
IV Poison Jab Poison Tough 80 100% 20 (max 32)
     
     
Normal
The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target.
I Poison Sting Poison Clever 15 100% 35 (max 56)
     
     
Normal
The user stabs the target with a poisonous stinger. This may also poison the target.
III Poison Tail Poison Clever 50 100% 25 (max 40)
     
     
Normal
The user hits the target with its tail. This may also poison the target. Critical hits land more easily.
I Pound Normal Tough 40 100% 35 (max 56)
     
     
Normal
The target is physically pounded with a long tail, a foreleg, or the like.
VII Power Trip Dark 20 100% 10 (max 16)
     
     
Normal
The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power.
IV Power Whip Grass Tough 120 85% 10 (max 16)
     
     
Normal
The user violently whirls its vines, tentacles, or the like to harshly lash the target.
VI Power-Up Punch Fighting Tough 40 100% 20 (max 32)
     
     
Normal
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
VI Precipice Blades Ground Cool 120 85% 10 (max 16)
     
     
Many Others
The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone.
II Present Normal Cute 90% 15 (max 24)
     
     
Normal
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
VII Psychic Fangs Psychic 85 100% 10 (max 16)
     
     
Normal
The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.
IV Psycho Cut Psychic Cool 70 100% 20 (max 32)
     
     
Normal
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
VII Pulverizing Pancake Normal 210 % 1 (max 1)
     
     
Normal
Z-Power brings out the true capabilities of the user, Snorlax. The Pokémon moves its enormous body energetically and attacks the target with full force.
IV Punishment Dark Cool 100% 5 (max 8)
     
     
Normal
The more the target has powered up with stat changes, the greater the move's power.
II Pursuit Dark Clever 40 100% 20 (max 32)
     
     
Normal
The power of this attack move is doubled if it's used on a target that's switching out of battle.
VIII Pyro Ball Fire 120 90% 5 (max 8)
     
     
Normal
The user attacks by igniting a small stone and launching it as a fiery ball at the target. This may also leave the target with a burn.
I Quick Attack Normal Cool 40 100% 30 (max 48)
     
     
Normal
The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
I Rage Normal Tough 20 100% 20 (max 32)
     
     
Normal
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
II Rapid Spin Normal Cool 20 100% 40 (max 64)
     
     
Normal
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
I Razor Leaf Grass Cool 55 95% 25 (max 40)
     
     
Many Others
Sharp-edged leaves are launched to slash at the opposing Pokémon. Critical hits land more easily.
V Razor Shell Water Cool 75 95% 10 (max 16)
     
     
Normal
The user cuts its target with sharp shells. This may also lower the target's Defense stat.
V Retaliate Normal Cool 70 100% 5 (max 8)
     
     
Normal
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased.
II Return Normal Cute 100% 20 (max 32)
     
     
Normal
This full-power attack grows more powerful the more the user likes its Trainer.
III Revenge Fighting Tough 60 100% 10 (max 16)
     
     
Normal
This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
II Reversal Fighting Cool 100% 15 (max 24)
     
     
Normal
An all-out attack that becomes more powerful the less HP the user has.
III Rock Blast Rock Tough 25 90% 10 (max 16)
     
     
Normal
The user hurls hard rocks at the target. Two to five rocks are launched in a row.
IV Rock Climb Normal Tough 90 85% 20 (max 32)
     
     
Normal
The user attacks the target by smashing into it with incredible force. This may also confuse the target.
I Rock Slide Rock Tough 75 90% 10 (max 16)
     
     
Many Others
Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
II Rock Smash Fighting Tough 40 100% 15 (max 24)
     
     
Normal
The user attacks with a punch. This may also lower the target's Defense stat.
I Rock Throw Rock Tough 50 90% 15 (max 24)
     
     
Normal
The user picks up and throws a small rock at the target to attack.
III Rock Tomb Rock Clever 60 95% 15 (max 24)
     
     
Normal
Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement.
IV Rock Wrecker Rock Tough 150 90% 5 (max 8)
     
     
Normal
The user launches a huge boulder at the target to attack. The user can't move on the next turn.
I Rolling Kick Fighting Cool 60 85% 15 (max 24)
     
     
Normal
The user lashes out with a quick, spinning kick. This may also make the target flinch.
II Rollout Rock Cute 30 90% 20 (max 32)
     
     
Normal
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
II Sacred Fire Fire Beautiful 100 95% 5 (max 8)
     
     
Normal
The target is razed with a mystical fire of great intensity. This may also leave the target with a burn.
V Sacred Sword Fighting Cool 90 100% 15 (max 24)
     
     
Normal
The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage.
III Sand Tomb Ground Clever 35 85% 15 (max 24)
     
     
Normal
The user traps the target inside a harshly raging sandstorm for four to five turns.
I Scratch Normal Tough 40 100% 35 (max 56)
     
     
Normal
Hard, pointed, sharp claws rake the target to inflict damage.
III Secret Power Normal Clever 70 100% 20 (max 32)
     
     
Normal
The additional effects of this attack depend upon where it was used.
IV Seed Bomb Grass Tough 80 100% 15 (max 24)
     
     
Normal
The user slams a barrage of hard-shelled seeds down on the target from above.
I Seismic Toss Fighting Tough 100% 20 (max 32)
     
     
Normal
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
I Self-Destruct Normal Beautiful 200 100% 5 (max 8)
     
     
All Others
The user attacks everything around it by causing an explosion. The user faints upon using this move.
VII Shadow Bone Ghost 85 100% 10 (max 16)
     
     
Normal
The user attacks by beating the target with a bone that contains a spirit. This may also lower the target's Defense stat.
IV Shadow Claw Ghost Cool 70 100% 15 (max 24)
     
     
Normal
The user slashes with a sharp claw made from shadows. Critical hits land more easily.
IV Shadow Force Ghost Cool 120 100% 5 (max 8)
     
     
Normal
The user disappears, then strikes the target on the next turn. This move hits even if the target protects itself.
III Shadow Punch Ghost Clever 60 % 20 (max 32)
     
     
Normal
The user throws a punch from the shadows. This attack never misses.
IV Shadow Sneak Ghost Clever 40 100% 30 (max 48)
     
     
Normal
The user extends its shadow and attacks the target from behind. This move always goes first.
VII Sinister Arrow Raid Ghost 180 % 1 (max 1)
     
     
Normal
The user, Decidueye, creates countless arrows using its Z-Power and shoots the target with full force.
I Skull Bash Normal Tough 130 100% 10 (max 16)
     
     
Normal
The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
I Sky Attack Flying Cool 140 90% 5 (max 8)
     
     
Normal (long-range)
A second-turn attack move where critical hits land more easily. This may also make the target flinch.
V Sky Drop Flying Tough 60 100% 10 (max 16)
     
     
Normal (long-range)
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
III Sky Uppercut Fighting Cool 85 90% 15 (max 24)
     
     
Normal
The user attacks the target with an uppercut thrown skyward with force.
I Slam Normal Tough 80 75% 20 (max 32)
     
     
Normal
The target is slammed with a long tail, vines, or the like to inflict damage.
I Slash Normal Cool 70 100% 20 (max 32)
     
     
Normal
The target is attacked with a slash of claws or blades. Critical hits land more easily.
V Smack Down Rock Tough 50 100% 15 (max 24)
     
     
Normal
The user throws a stone or similar projectile to attack an opponent. A flying Pokémon will fall to the ground when it's hit.
VII Smart Strike Steel 70 % 10 (max 16)
     
     
Normal
The user stabs the target with a sharp horn. This attack never misses.
III Smelling Salts Normal Tough 70 100% 10 (max 16)
     
     
Normal
This attack's power is doubled when used on a target with paralysis. This also cures the target's paralysis, however.
VIII Snap Trap Grass 35 100% 15 (max 24)
     
     
Normal
The user snares the target in a snap trap for four to five turns.
VII Solar Blade Grass 125 100% 10 (max 16)
     
     
Normal
In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target on the next turn.
VII Soul-Stealing 7-Star Strike Ghost 195 % 1 (max 1)
     
     
Normal
After obtaining Z-Power, the user, Marshadow, punches and kicks the target consecutively with full force.
II Spark Electric Cool 65 100% 20 (max 32)
     
     
Normal
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
VII Spectral Thief Ghost 90 100% 10 (max 16)
     
     
Normal
The user hides in the target's shadow, steals the target's stat boosts, and then attacks.
I Spike Cannon Normal Cool 20 100% 15 (max 24)
     
     
Normal
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
VIII Spirit Break Fairy 75 100% 15 (max 24)
     
     
Normal
The user attacks the target with so much force that it could break the target's spirit. This also lowers the target's Sp. Atk stat.
VII Spirit Shackle Ghost 80 100% 10 (max 16)
     
     
Normal
The user attacks while simultaneously stitching the target's shadow to the ground to prevent the target from escaping.
V Steamroller Bug Tough 65 100% 20 (max 32)
     
     
Normal
The user crushes its target by rolling over the target with its rolled-up body. This may also make the target flinch.
II Steel Wing Steel Cool 70 90% 25 (max 40)
     
     
Normal
The target is hit with wings of steel. This may also raise the user's Defense stat.
I Stomp Normal Tough 65 100% 20 (max 32)
     
     
Normal
The target is stomped with a big foot. This may also make the target flinch.
VII Stomping Tantrum Ground 75 100% 10 (max 16)
     
     
Normal
Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles.
IV Stone Edge Rock Tough 100 80% 5 (max 8)
     
     
Normal
The user stabs the target from below with sharpened stones. Critical hits land more easily.
V Storm Throw Fighting Cool 60 100% 10 (max 16)
     
     
Normal
The user strikes the target with a fierce blow. This attack always results in a critical hit.
I Strength Normal Tough 80 100% 15 (max 24)
     
     
Normal
The target is slugged with a punch thrown at maximum power.
I Struggle Normal Tough 50 % 1 (max 1)
     
     
Self
This attack is used in desperation only if the user has no PP. It also damages the user a little.
I Submission Fighting Cool 80 80% 20 (max 32)
     
     
Normal
The user grabs the target and recklessly dives for the ground. This also damages the user a little.
IV Sucker Punch Dark Clever 70 100% 5 (max 8)
     
     
Normal
This move enables the user to attack first. This move fails if the target is not readying an attack.
VII Sunsteel Strike Steel 100 100% 5 (max 8)
     
     
Normal
The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities.
I Super Fang Normal Tough 90% 10 (max 16)
     
     
Normal
The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half.
III Superpower Fighting Tough 120 100% 5 (max 8)
     
     
Normal
The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats.
I Tackle Normal Tough 40 100% 35 (max 56)
     
     
Normal
A physical attack in which the user charges and slams into the target with its whole body.
V Tail Slap Normal Cute 25 85% 10 (max 16)
     
     
Normal
The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
I Take Down Normal Tough 90 85% 20 (max 32)
     
     
Normal
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
II Thief Dark Tough 60 100% 25 (max 40)
     
     
Normal
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
VI Thousand Arrows Ground Beautiful 90 100% 10 (max 16)
     
     
Many Others
This move also hits opposing Pokémon that are in the air. Those Pokémon are knocked down to the ground.
VI Thousand Waves Ground Tough 90 100% 10 (max 16)
     
     
Many Others
The user attacks with a wave that crawls along the ground. Those hit can't flee from battle.
I Thrash Normal Tough 120 100% 10 (max 16)
     
     
Self
The user rampages and attacks for two to three turns. The user then becomes confused.
VII Throat Chop Dark 80 100% 15 (max 24)
     
     
Normal
The user attacks the target's throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.
IV Thunder Fang Electric Cool 65 95% 15 (max 24)
     
     
Normal
The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
I Thunder Punch Electric Cool 75 100% 15 (max 24)
     
     
Normal
The target is punched with an electrified fist. This may also leave the target with paralysis.
II Triple Kick Fighting Cool 10 90% 10 (max 16)
     
     
Normal
A consecutive three-kick attack that becomes more powerful with each successive hit.
VII Trop Kick Grass 70 100% 15 (max 24)
     
     
Normal
The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat.
I Twineedle Bug Cool 25 100% 20 (max 32)
     
     
Normal
The user damages the target twice in succession by jabbing it with two spikes. This may also poison the target.
IV U-turn Bug Cute 70 100% 20 (max 32)
     
     
Normal
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
V V-create Fire Cool 180 95% 5 (max 8)
     
     
Normal
With a hot flame on its forehead, the user hurls itself at its target. This lowers the user's Defense, Sp. Def, and Speed stats.
I Vine Whip Grass Cool 45 100% 25 (max 40)
     
     
Normal
The target is struck with slender, whiplike vines to inflict damage.
I Vise Grip Normal Tough 55 100% 30 (max 48)
     
     
Normal
The target is gripped and squeezed from both sides to inflict damage.
II Vital Throw Fighting Cool 70 % 10 (max 16)
     
     
Normal
The user attacks last. In return, this throw move never misses.
III Volt Tackle Electric Cool 120 100% 15 (max 24)
     
     
Normal
The user electrifies itself and charges the target. This also damages the user quite a lot. This attack may leave the target with paralysis.
IV Wake-Up Slap Fighting Tough 70 100% 10 (max 16)
     
     
Normal
This attack inflicts big damage on a sleeping target. This also wakes the target up, however.
I Waterfall Water Tough 80 100% 15 (max 24)
     
     
Normal
The user charges at the target and may make it flinch.
V Wild Charge Electric Tough 90 100% 15 (max 24)
     
     
Normal
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
I Wing Attack Flying Cool 60 100% 35 (max 56)
     
     
Normal (long-range)
The target is struck with large, imposing wings spread wide to inflict damage.
IV Wood Hammer Grass Tough 120 100% 15 (max 24)
     
     
Normal
The user slams its rugged body into the target to attack. This also damages the user quite a lot.
I Wrap Normal Tough 15 90% 20 (max 32)
     
     
Normal
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
IV X-Scissor Bug Cool 80 100% 15 (max 24)
     
     
Normal
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
IV Zen Headbutt Psychic Clever 80 90% 15 (max 24)
     
     
Normal
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
VII Zing Zap Electric 80 100% 10 (max 16)
     
     
Normal
A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

In other languages

Language Title
Chinese Cantonese 物理招式 Mahtléih Jīusīk
Mandarin 物理招式 Wùlǐ Zhāoshì
France Flag.png French Attaque physique
Germany Flag.png German Physische Attacke
Hungary Flag.png Hungarian Fizikai támadás
Italy Flag.png Italian Mossa fisica
South Korea Flag.png Korean 물리 기술 Mulli Gisul
Spain Flag.png Spanish Ataque físico


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.